Changelog:

v.1.6.1c
	-Fixes potential crash bug related to vanilla mission generation.
v.1.6.1b
	-Fixes the unmutable flux venting stat for ships with a Ram Drive.
v.1.6.1
	-Nexerelin compatibility changes.
	-Improved the tooltip of Arcon's retrofitting submarket.
	-Added IPC (Integrated Particle Conduits) "skins" (technically, they still use the same sprite) to some high tech ships, this allows them to mount the IPC dependant hullmods and fleet server.
	-Added the ability to transform some vanilla ships into their IPC skins, via the retrofitting submarket at Arcon.
	-Fixed a potential gamecrash issues related to a pair of ship skins with a pre-applied D-overlay.
	-Fixed linux gamecrash related to case sensitivity.
	-Fixed a gamecrash issue when refitting the ship skins of ships with modules.
	-Removed modules from all ships that had a Ram Drive shipsystem; the shipsystem no longer depends on it. Can't do the same for Burst shield though.
	-Adarga (P), is no longer a skin of the Adarga, this won't be apparent to the player, but is part of the gamecrash bugfix.
	-Replaced Vanguard Halberd shipsystem with fortress shield, a sad consequence of the bugfix.	
	-Removed all Dmods from pirate skins, with the exception Damaged Particle Conduits.
	-Fixed doubled ruins planetary conditions bug from appearing in procgen planets.
	-Reduced drop chance of TSC individual ship, fighter and weapons blueprints. This also increased very slightly the drop chance of the TSC blueprints packages.	
	-Reduced the beam width of the Strategic Laser and removed its flare effect, to make it more visually consistent with its power.
	
 	-Balance Changes:
		-Halberd (Vanguard)-class Battleship:
			-Replaced "Shield Burst" shipsystem with "Fortress Shields".
		-Medusa (D)-class Destroyer:
			-Removed blueprint tags, was wrongly added to the pirate tag.
		-Ram Drive shipsystem:
			-No longer requires a module to work.
			-Shield activation happens very slightly later, about 0.5 seconds.
			-Shield remains on after the system finishes. 
			-Since the system uses now the ship's own shield, AoE damage shield bleed through should followe the same exact rules as with shields.		
		-Dedicated Launch Bays hullmod:
			-Made incompatible with phase ships from the "Shadowyards" mod.
		-Integrated Particle Conduits hullmod:
			-Made incompatible with "Shield Bypass" hullmod from "Ship and Weapon Pack" mod.
			-Shielded Plating hullmod:
				-Made incompatible with ships without shields.
				
v.1.6.0
	-Compatibility changes needed for 0.9 RC10. Yup, this way I don't have to type lines and lines for the required changes.
	-Missions "Knowing Yourself" and "Knowing your Enemy", removed... temporally.
	-Moved the CSV Andes from the asteroid belt in Arydas to Akvan.
	-Moved the CSV Himalayas from the asteroid belt in Magec to Chaxiraxi, added conditions to Chaxiraxi.
	-Added market conditions to all the planets in the Penelope's Star system.
	-Added custom "space stations" industries for the CSV Andes and CSV Himalayas, from now on the unique forgeships are part of the campaign layer.
	-Added the CSV Andes "industry" to Akvan with an added Beta core.
	-Added the CSV Himalayas "industry" to Chaxiraxi with an added Beta core; Chaxiraxi is now under Coalition control.
	-Added the Orbital Manufactorum industry, an upgraded version of "Orbital Works", requires a pre-existing Orbital ring to be built.
	-Added the Orbital Manufactorum industry to Arcon with an added Corrupted Nanoforge.
	-Arconian Orbital Ring custom entity is no longer interactable.
	-Added the Arconian Naval Reconstruction, a custom retrofitting submarket, to Arcon. It offers ships reconstruction (IE converts pirate/TT/... ship variants to their equivalent TSC variants), and upgrade services (it can install the IPC hullmod to some non-TSC ships), it does so free of charge, as long as you paid the "entry fee" and the ship is in pristine condition (has no dmods).
	-Added the Artesian Market, a custom military submarket that sells both independent and faction equipment and ships without requiring a commission, to Atrio. Also removed the existing military submarket and the old extra independent market.
	-Added custom icons to the following shipsystems, Ram Drive, Drone Swarm, Shield Burst, Mega Shield Burst, Phase Minelayer, Booster Jets, Kamikaze and Deploy Drones.
	-Added custom icon to Low Resolution Sensors hullmod.
	-Added the Mantlet Platform built-in hullmod, it allows the parent ship to mount hullmods that upgrade Mantlet-class defensive platforms.
	-Added the Mantlet Armor Plating hullmod, it adds 3 armor plate modules to (spawned) Mantlet-class platforms.
	-Added the Mantlet Weaponry Upgrade hullmod, replaces the built-in Heavy Burst Laser of (spawned) Mantlet-class platforms with a built-in Glass Cannon.
	-Added the Coalition Vanguard built-in hullmod, it increases the ship's manoeuvrability and flux venting speed. 
	-Added the Dedicated Launch Bays hullmod, an upgraded version of converted hangar that has docking requirement and takes a logistic slot.
	-Added the Modular Launch Bays hullmod, it adds dedicated fighter launch bays to ships with a Modular Cargo Bay.
	-Added the Sliver Gun weapon, a small sized somewhat inaccurate energy weapon that fires 3 projectiles; does area damage in a very small radius.
	-Added the Glass Cannon weapon, a medium sized energy weapon that fires a single projectile; does area damage in a small radius.
	-Added the Hive Launcher weapon, a large sized missile weapon that fires 5 2-stage "smart missiles/dumb suicide drones"; the weapon benefits from the effects of the Drone Swarm shipsystem.
	-Added the Mantlet Dronepod Launcher weapon, a large sized built-in drone spawning weapon, spawns a dronepod that eventually deploys into a Mantlet-class modular defense platform.
	-Added the Scanner Array weapon, a small sized built-in beam weapon used by the Kabura-ya-class drones and Arambai-class corvette, applies a debuff to the target ship defensive stats as long as the beam hits its armor or hull.
	-Added the Plasma Burst Lance, a large sized built-in upgraded version of the Plasma Lance, can store and fire up to 3 shots, otherwise it keeps the same fire rate as the normal Plasma Lance.
	-Added the Strategic Laser, a huge sized built-in long range laser.
	-Added the Corseque-class destroyer, a though front line combatant, equipped with the ram drive shipsystem.
	-Added the Labrys Mk.II-class destroyer, a pirate version of the Labrys that keeps its original concept.
	-Added the Pernarch-class troop transport, a military crew transport, equipped with the missile autoforge shipsystem.
	-Added the Pernarch Mk.II-class siege cruiser, modified for long range firepower, equipped with the high energy focus shipsystem.
	-Added the Mantlet-class defense platform, a small frigate sized station spawned by the Mantlet Dronepod Launcher weapon, it equips the Shield Burst shipsystem and a Heavy Burst Laser by default.
	-Added (properly; and finally... it has been WIP for a very long time) the Arambai-class Corvette, a large phase-capable single fighter wing designed for battlefield distortion.
	-Added retrofiting market to Arcon.
	-Added the "REDACTED" constellation, a randomly located and randomly named constellation offering a "REDACTED" challenge experience and "epic loot".
	-Added unique variations of the Halberd, Atlatl, Kestros, Amentum.
	-Updated the sprites for... pretty much every TSC combat ship, ranging from small color alterations (reducing pure gray areas) for most of the sprites, to almost complete re-spriting for some like the Atlatl and Labrys.
	-Updated the sprites for all the pirate variants.
	-Updated the sprites for most of the portraits.
	-(Alex) Fixed an issue with ship spawning, reinforcement spawn area is no longer pushed back by every spawned ship, only by proper reinforcements. This affected all mods, however only mine is the one that goes bonkers with this mechanic.
	-Fixed a potential gamecrash source found in the drone spawning script, the crash was related to an engine oddity with simultaneous projectile removal and station spawning.
	-Improved the performance of shield module scripts, unified the modules into a single module.
	-Renamed "Drone" variants to "Dronehost".
	-Ship variants updated.
	
	-Balance Changes:
		-Atlatl-class Carrier:
			-Re-sprited for an overall size increase.
			-Added "Mantlet Platform" hullmod.
			-Replaced built-in "Kulbeda Drone Bay" weapon with a "Mantlet Dronepod Launcher".
			-Weapon positions altered to match new sprite, loadout remains mostly the same.
			-Lateral large sized missile turret mounts changed to front facing hardpoints.
		-Threshal-Class Freighter:
			-Re-sprited for an overall size increase.
			-Reduced base cargo capacity to 400.			
			-Designation changed to "Transport".
			-Added "Modular Cargo Bay" hullmod.
			-Weapon positions altered to match new sprite.
			-Central large sized energy turret mount changed to frontal hardpoint.
			-Downgraded frontal large sized missile mounts to medium size.
			-Downgraded back medium sized missile mounts to small size.
			-OP total updated to reflect changes (185).
			-Threshal (S):
				-Added back the back-facing missile mounts.
				-Designation changed to "Construction Ship".
				-OP total updated to reflect changes (140).
		-Lance-class Cruiser:
			-Reduced base cargo capacity to 175.
		-Angon-class Transport:
			-Reduced base cargo capacity to 200.
			-Reduced max speed to 50.
			-Reduced turn max rate to 20.
			-Reduced turn acceleration to 20.
		-Angon Mk.II-class Modified Transport:
			-Reduced cargo capacity to 200.
			-Reduced max speed to 50.
			-Reduced turn max rate to 20.
			-Reduced turn acceleration to 20.		
		-Angon Mk.III-class Modified Transport:
			-Reduced cargo capacity to 200.
			-Added additional launch bay
			-OP adjustment set to -10.
			-OP total updated to reflect changes (95).
			-Reduced max speed to 50.
			-Reduced turn max rate to 20.
			-Reduced turn acceleration to 20.
		-Sabre-class Destroyer:
			-Reduced overall abundance in Coalition fleets.
		-Sagaris-class Destroyer:
			-Replaced "Maneuvering Jets" shipsystem with "Drone Swarm".
			-Replaced large missile hardpoint with a built-in "Kulbeda Drone Bay" weapon.
			-Upgraded lateral small sized missile mounts to medium size.
			-OP total updated to reflect changes(80).
			-Sprite updated to reflect changes.
			-Reduced overall abundance in Coalition fleets.
			-Sagaris (P):
				-Replaced built-in "Kulbeda Drone Bay" weapon with a carrier's modular launch bay.
				-Replaced "Drone Swarm" shipsystem with "Maneuvering Jets".
				-OP adjustment set to 15 (10 less than standard Sagaris).
				-OP total updated to reflect changes (80).
				-Sprite updated to reflect changes and made more pirate-like.
		-Labrys-class Destroyer:
			-Re-imagined ship as a combat support vessel capable of deploying forward turrets (Mantlet-class defense Platforms).
			-Added "Mantlet Platform" hullmod.
			-Replaced large missile hardpoint with a built-in "Mantlet Dronepod Launcher" weapon.
			-Replaced "Burn Drive" shipsystem with "Drone Swarm".
			-Sprite redone following its original shape.
			-Labrys (P):
				-Removed.
		-Adze-class Transport:
			-Reduced base cargo capacity to 75.
			-OP total updated to reflect "Modular Cargo Bay" changes (30).
		-Ranseur-class Frigate:
			-Reduced max speed to 110.
			-Reduced acceleration to 90.
			-Reduced turn max rate to 50.
			-Reduced turn acceleration to 85.
		-Scimitar-class Corvette:
			-Replaced Disruptor Burst Beam with Glass Cannon.
		-Buckler-class Shield Drone:
			-Shield type change to frontal permanently active shields. 
		-Kabura-ya-class Scout Drone:
			-Conceptually re-imagined to be closer to its intended role (long range probe) and namesake (a Kabura-ya is a type of signal "whistling" arrow).
			-Added frontal shields.
			-Replaced "Kamikaze" shipsystem with "Booster Jets".
			-Replaced "Mining Laser" weapon with "Scanner Array".
			-Reduced speed by 50 (set to 100).
			-Sprite redone (following a probe concept designed for space engineers, technically never released... although there should be a bug report scene that I uploaded to Keen's forums which has a WIP version IIRC) 
		-Anvil-class Forgeship:
			-Ancile Shield Emitter Module:
				-Removed from Codex (it was shown because of a typo).
				-Huh what is this? play the "To Tame a Land" mission.
			-Added to the campaign layer.
		-Ram Drive shipsystem:
			-Bonus to max turn rate and turn acceleration removed.
		-Modular Cargo Bay hullmod:
			-Renamed to "Modular Hold".
			-Made incompatible with "Converted Hangar".
			-Altered function, now upgrades some logistical hullmods improving their bonuses, and removing their penalties.
			-Shows relevant information about its dependent hullmods in its tooltip.
		-Integrated Particle Conduits hullmod:
			-Shows relevant information about its dependent hullmods in its tooltip.
			-Sand Caster hullmod:
				-Added 15% EMP damage reduction.
				-Grants 50% sensor strength reduction.
				-Grants 100% sensor profile reduction to frigates and fighters.
				-Grants 80% sensor profile reduction to destroyers.
				-Grants 60% sensor profile reduction to cruisers.
				-Grants 50% sensor profile reduction to capitals.
	-A lot of minor stuff I tweaked/re-tweaked and forgot to take note of.
	
v.1.5.1
	-Fixed incorrect settings on mod_info file.
	-Removed unnecessary line from setting.json.
	-Removed unnecessary old sprites.

v.1.5.0
	-Implemented "timed expiration" system for weapon spawned drones:
		-Affects Kulbeda, Corvo, Kabura-ya drones and Dronepods.
		-Does not affect Caltrop-class phase mine drones.
		-Drones affected by the system loose their CR constantly (even if there are no enemies on the map). 
		-CR dependent effects:
			-CR = 0%:	drone gets a high random chance to explode on the spot(adds a bit extra randomness so they don't all explode exactly at the same time).
			-CR ≤ 1%:	drone suddenly stops functioning.
			-CR ≤ 5%:	drone will try to self destruct by ramming into a nearby enemy vessel, doing low kinetic damage (mostly visual). (Dronepods will forcefully release their drones).
			-CR > 5%:	drone behaves normally.
	-Renamed Chakram's "Ion Pulser" to "Ion Micropulser"; the name change was reverted accidentally and went unnoticed.
	-Add the Anvil-class Forgeship, a "ship" version of TSC mobile shipyard stations, mission-exclusive content... for now, depending on next game update.
	-Added the Ayllo-class Frigate, a scout/surveying themed drone tender ship that uses built-in weapon spawned drones.
	-Added the Kabura-ya-class Scout Drone, a built-in weapon spawned drone, it lacks the "Low Resolution Sensors" hullmod found in the other weapon spawned drones.
	-Added Dronepods (for Kulbeda and Corvo drones), large weapon spawned shielded "drones", that release drones when: near an enemy, their CR gets too low, or they start getting HP damage. Just like a MIRV they can still be shot down before releasing their contents though. 
	-Added the "Drone Swarm" shipsystem, the system reloads the ammunition of drone spawner weapons and sets their cooldown to 0. Currently used by Ayllo, Kestros and Atlatl classes.
	-Added the "Shield Burst" shipsystem, the system deploys a short lived 360° shield that grows in size up to 5 times the ship shield's normal radius, the shield does not collide with allies. Currently used by Adarga-class.
	-Added the "Mega Shield Burst" shipsystem, a much larger version of the "Shield Burst" shipsystem, with a slightly longer duration, less charges and slower recharge. Currently used by Anvil-class Forgeships (mission-only content).
	-Added "Kamikaze" shipsystems for Kulbeda, Corvo and Kabura-ya drones.
	-Added Dmod "Damaged Particle Conduits", a milder version of "Unreliable Subsystems" that also blocks "Hardened Subsystems" and "Integrated Particle Conduits" using hullmods, used by (P) skins and can be rolled in recovered TSC ships.
	-"Integrated Particle Conduits" hullmod blocks "Hardened Subsystems" hullmod.
	-Fixed autofit hullmod installing minor exploit.
	-Fixed bug that made weapon spawned drones use fleet deployment points.
	-Corrected OP values for carriers; was using outdated formula for launch bays.
	-Corrected laser offsets for fighters.
	-Added the Kulbeda Dronepod Launcher weapon, a large sized missile weapon that deploys 6 Kulbeda drones.
	-Added the Corvo Dronepod Launcher weapon, a large sized missile weapon that deploys 4 Corvo drones.
	-Added the Warden PD System "modular" weapon, a large sized energy weapon similar to the Pavise-class frontal mounted built-in weapon, but a bit less powerful.
	-Added the Disruptor Burst Beam weapon, a medium sized energy weapon, similar to the Disruptor Beam Cannon, it does a small amount of hard flux damage to raised shields, however unlike it, it is not a constant beam working similarly to a Burst PD Beam.
	-Added the Orchid-class Torpedo Launcher weapon, a small sized missile weapon with 2 Orchid Torpedoes, each torpedo does about 55% the damage of a Lotus Torpedo.
	-Added new graphical effects to Plasma Lance and Warden PD System projectiles.
	-Added new graphical effects to the Judgement Torpedo's explosion and launch sequence.
	-Added story mission: "To Tame a Land". 
	-Ship variants updated.
	
	-Balance Changes:
		-Claymore-class Battlecruiser:
			-Replaced "Plasma Jets" shipsystem with "Maneuvering Jets".
		-Atatl-class Carrier:
			-OP decreased to 275.	(Class adjustment OP set to +100)
			-Replaced "Phase Minelayer" shipsystem with "Drone Swarm" shipsystem.
			-Added a built-in 9x Kulbeda drone rack.
		-Threshal-class:
			-Designation changed to "Construction Ship".
			-Replaced "Reserve Deployment" shipsystem with "Burn Drive" shipsystem.
			-Threshal (S):
				Replaced "Reserve Deployment" shipsystem with "Phase Minelayer" shipsystem.
		-Kestros-class Cruiser:
			-Built-in fighters and launch bays removed.
			-Replaced "High Energy Focus" shipsystem with "Drone Swarm" shipsystem.
			-Added 6 built-in Corvo drone launchers.
		-Amentum-class Carrier:
			-OP decreased to 105.	(Class adjustment OP set to +25)
			-Replaced "Reserve Deployment" shipsystem with Targeting Feed.
		-Lance-class Cruiser:
			-Shield type changed to OMNI.
			-Lance (D):
				-Removed.
		-Angon-class Cruiser:
			-Added "Civilian-grade Hull" built-in hullmod.
			-Secondary shield emitter module (civ) replaced with the standard version used by combat vessels.
			-Angon (A):
				-Removed.
			-Angon (D):
				-Removed.
			-Angon (LC):
				-Removed.
			-Angon (TT):
				-Removed.
		-Sabre-class Destroyer:
			-OP decreased to 90.
			-Replaced rear facing medium energy turret mount with a small mount.
			-Reduced central large energy turret mount movement arc to 270°.
			-Added "Oversized Turret Mounts" built-in hullmod.
			-Sabre (D) renamed to Sabre (P).
			-Sabre (P):
				-Changed central medium energy turret to large.
				-Energy mounts replaced with ballistic mounts.
				-Added "Damaged Particle Conduits" built-in hullmod.
				-Can't be restored to base hull anymore.
		-Sagaris-class Missile Destroyer:
			-Sagaris (D) renamed to Sagaris (P).
			-Sagaris (P):
				-Changed central medium missile hardpoint to large.
				-Energy mounts replaced with ballistic mounts.
				-Added "Damaged Particle Conduits" built-in hullmod.
				-Can't be restored to base hull anymore.
		-Labrys-class Destroyer:
			-Labrys (D) renamed to Labrys (P).
			-Labrys (P):
				-Restored central large missile hardpoint as large ballistic.
				-Energy mounts replaced with ballistic mounts.
				-Added "Damaged Particle Conduits" built-in hullmod.
				-Added "Ill-advised Modifications" built-in hullmod.
				-Removed "Destroyed Weapon Mounts" built-in hullmod.
				-Can't be restored to base hull anymore.
		-Woomera-class Escort Carrier:
			-OP decreased to 85.	(Class adjustment OP set to +25)
		-Adze-class Transport:
			-OP decreased to 35.	(Class adjustment OP set to +0/+15 if not used for logistics)
			-Supplies/month increased to 5.
			-Added "Civilian-grade Hull" built-in hullmod.
			-Cost increased to 30000.
			-Transport stats: (note comparisons are according to hullsize)
				-Crew:	75	(with modular hullmod:	300)	closest vanilla equivalent: Valkyrie:	300
				-Cargo:	100	(with modular hullmod:	300)	closest vanilla equivalent: Buffalo:	300
				-Fuel:	80	(with modular hullmod:	320)	closest vanilla equivalent: Phaeton:	600
		-Koncerz-class Frigate:
			-OP decreased to 50.	(Class adjustment OP set to +20)
			-Central turret mount changed from synergy to missile.
			-Konccerz (D) renamed to Koncerz (P).
			-Koncerz (P):
				-Energy mounts replaced with ballistic mounts.
				-Added "Damaged Particle Conduits" built-in hullmod.
				-Can't be restored to base hull anymore.
		-Adarga-class Heavy Frigate:
			-Replaced "Ram Drive" shipsystem with "Shield Burst".
			-Increased max speed to 120.
			-Adarga (D) renamed to Adarga (P).
			-Adarga (P):
				-Restored rear small energy turrets.
				-Energy mounts replaced with ballistic mounts.
				-Added "Damaged Particle Conduits" built-in hullmod.
				-Removed "Destroyed Weapon Mounts" built-in hullmod.
				-Can't be restored to base hull anymore.
		-Ranseur-class Frigate:
			-Vessel class reimplemented, no longer a missile boat, now the frigate counterpart of the Ram Drive ship-class line.
			-Redesigned sprite.
			-Weapon mounts modified to suit new sprite.
			-OP increased to 60.	(Class adjustment OP set to +20)
			-Replaced "Maneuvering Jets" shipsystem with "Ram Drive".
			-Ranseur (D): renamed to Ranseur (P).
			-Ranseur (P):
				-Energy mounts replaced with ballistic mounts.
				-Synergy mounts replaced with composite mounts.
				-Replaced "Maneuvering Jets" shipsystem with "Burn Drive".
				-Added "Damaged Particle Conduits" built-in hullmod.
				-Can't be restored to base hull anymore.
			-Ranseur (TT):
				-Replaced "Maneuvering Jets" shipsystem with "Plasma Jets".
		-Scimitar-class Corvette:
			-OP cost increased to 25.
			-Reduced central medium energy turret mount movement arc to 120°.
			-Replaced Phase Lance (Corvette) with Disruptor Burst Beam.
		-Javelin-class Heavy Bomber:
			-Replaced Lotus-class Torpedoes with Orchid-class Torpedoes.
			-Added Jet Booster shipsystem (always active until Orchids are fired).
			-Reduced max speed to 100.
		-Kulbeda Drone Rack:
			-Increased chargedown time to 50 seconds.
			-Ammunition reloads in batches of 6 drones every 100 seconds. 
			-Deploys drones in a single wave of 6.		
		-Corvo Drone Rack:
			-Increased chargedown time to 50 seconds.
			-Ammunition reloads in batches of 4 drones every 100 seconds. 
			-Deploys drones in a single wave of 4.
		-Ram Drive shipsystem:
			-No longer locks direction.
			-Added small bonus to max turn rate, and turn acceleration.
			-Reduced duration to 4 seconds.
			-Ram Drive Shield has the same arc as the ship equipped shield.
			-Ram Drive Shield deployment speed increased.
			-Venting bug/exploit fixed.

		
	
v.1.4.0
	-Added custom sounds for most weapons; thanks MesoTroniK.
	-Added blacklist for xenoargh's AI Overhaul, should increase compatibility.
	-Added Modular Crew Quarters hullmod. Requires Modular Cargo Bay, incompatible with Modular Containers and Modular Fuel Tanks.
	-Added Sand Caster hullmod. Requires Integrated Particle Conduits, incompatible with Graviton Lensing and Shielded Plating.
	-Added new "Stealth" ship variants using the "Sand Caster" hullmod.
	-Added new graphics for Lance, Angon and Adze classes' "Modular Cargo Bay".
	-Added (fighter) descriptor to the name of the fighter version of the Tactical Laser.
	-Added interaction illustration to Reydes.
	-Added carrier based starts for Nexerelin.
	-Removed Angon-class variants from the codex, that had identical stats, to reduce clutter.
	-Removed Arambai-class from codex. Pending reimplementation as dedicated scout vessel.
	-Removed Pernach-class troop transport. Was already made obsolete due to the removal of boarding, replaced in fleet compositions with Adze-class modular transports.
	-Removed Kris-class combat shuttle (built-in fighter for Pernach-class).
	-Removed Modular Bay from Lance (D)-class weapon groups... not sure how it got in there to begin with.
	-Removed Free port market condition from Abandoned Base.
	-Relocated Abandoned Base to L1 between Tiilo and Mephis.
	-Renamed Maul-class to Threshal-class.
	-Renamed Abandoned Base to Alcazar Station.
	-Reduced player's capability to do "Paragon bowling".
	-Blurred Fleet Server's effect range indicator to reduce artifacting.
	-Market spawn chance of Maul (S) reduced.
	-Fixed some incorrect, obsolete, and missing descriptions.
	-Fixed missing SYSTEM tag on the Chakram-class Ion Micropulser.
	-Akvan is no longer a military market
	-Balance Changes:
		-Claymore-class Battlecruiser:
			-OP decreased to 300.
			-Shield efficiency decreased to 0.8.
		-Maul-class:
			-Mining strength set to 50.		(Nexerelin Only)
			-Maul (D):
				-Mining strength set to 50.	(Nexerelin Only)
			-Maul (S):
				-Mining strength set to 75.	(Nexerelin Only)
		-Amentum-class Carrier:
			-Designation changed to Carrier.
			-Shield efficiency decreased to 0.8.
		-Pavise-class Cruiser:
			-Fleet point cost increased to 18.
			-Max flux decreased to 8000.
			-OP decreased to 100.
			-Fuel efficiency decreased to 4 Fuel/LY.
			-CR to deploy increased to 15.
			-Supplies/month increased to 20.
		-Lance-class Cruiser:
			-Fleet point cost decreased to 16.
			-Max speed decreased to 55.
			-Acceleration decreased to 35.
			-Transport stats: (unchanged, here for comparison purposes)
				-Crew:	250	(with modular hullmod:	1000)
				-Cargo:	200	(with modular hullmod:	600)
				-Fuel:	150	(with modular hullmod:	600)				
		-Angon-class Transport:
			-Fleet point cost decreased to 10.
			-Hitpoints decreased to 6500.
			-Armor rating decreased to 550.			
			-Shield efficiency decreased to 0.8.
			-Max flux decreased to 7000.
			-Flux dissipation decreased to 450.
			-Max speed decreased to 55.
			-Acceleration decreased to 35.
			-Mass decreased to 1500.
			-Supplies/month decreased to 10.
			-Transport stats:
				-Crew:	300	(with modular hullmod:	1200)	closest vanilla equivalent: Starliner:	1500
				-Cargo:	250	(with modular hullmod:	750)	closest vanilla equivalent: Colossus:	900
				-Fuel:	250	(with modular hullmod:	1000)	closest vanilla equivalent: Phaeton:	600/Prometheus:	3000
			-Added Pather and Pirated conversions.
			-Angon Mk.2:
				-Pather variant.
				-Added built-in custom devastator cannon.
				-Added built-in Ill advised modifications, Safety Overrides hullmods.
				-Added extra weapon mounts.
				-Removed built-in Modular Cargo Bay hullmod.
				-Removed built-in Loader drones.
				-Fleet point cost set to 12.
				-Armor rating set to 750.
				-OP set to 85.
				-Mass set to 1750.
				-Supplies/month set to 12.
			-Angon Mk.3:
				-Pirate variant.
				-Added built-in custom devastator cannon.
				-Added built-in Ill advised modifications hullmod.
				-Added extra weapon mounts.
				-Added Launch Bay.
				-Removed built-in Modular Cargo Bay hullmod.
				-Removed built-in Loader-drones.
				-Fleet point cost set to 12.
				-Armor rating set to 750.
				-OP set to 85.
				-Mass set to 1750.
				-Supplies/month set to 12.	
		-Sabre-class Destroyer:
			-Armor rating reduced to 300.
			-Shield efficiency reduced to 0.8.
		-Adarga-class Heavy Frigate:
			-Max speed increased to 100.
			-Shipsystem changed to Ram Drive.
		-Koncerz-class Frigate:
			-Max speed decreased to 135	
		-Scimitar-class Corvette:
			-Rocket DPS reduced to half.
			-Phase Lance DPS reduced to about 75%. Equipped Phase Lance renamed to Phase Lance (corvette).
			-Shield efficiency reduced to 1.2.
		-Misericorde-class Phase Attack Drones:
			-Number of fighters reduced to 3.
			-Phase cloak activation cost increased to 0.15.
			-Phase cloak cost increased to 0.05.
			-OP cost increased to 10.
		-Kunai-class Strike Fighter:
			-OP cost decreased to 6.
		-Buckler-class Shield Drone:
			-Wing formation set to CLAW
			-Fighter type set to INTERCEPTOR
			-Leash range reduced to 2000
		-Warden PD System:
			-Added new projectile.
			-Removed laser effect.
			-Damage type set to FRAGMENTATION.
			-Spawns 5 AOE projectiles in a 30° cone formation.
			-Range reduced to 500.
		-Disruptor Beam Cannon:
			-Fallout reduced to 0.5 secs.
			-Sound muted a bit.
		-Monsoon Lotus Laucher:
			-Ammo increased to 18.
			-Fire delay decreased to 3.
		-Ram Drive shipsystem:
			-Can no longer dissipate flux during use.
			-Bonus acceleration removed shortly after use.

v.1.3.0
	-Changes
		-Buffed the Tessen, now it is as cheap to deploy as any other frigate, also reduced its supply upkeep.
		-Added Lotus-class torpedo Launchers to multiple ship variants.
		-Reverted Caltrop-class Explosive Drone AI changes. 
		-Added script to force weapon spawned drones to roam the map when no enemies are present.
		-IR pulse lasers mounted on fighters replaced with fighter IR pulse lasers.  
		-Overall buff to larger fighters (Scimitar, Arambai, SCV, Javelin, Chakram and Tomahawk) "toughness" stats, this is to account for their larger size as it negatively impacts their survivability.
		-Homogenized the speed stats for the Javelin, Chakram and Tomahawk.
		-Slightly decreased fighter LPC's OP.
		-Increased the number of Misericorde drones in a wing to 4.
		-Added an IR pulse laser to the Kunai's arsenal.
		-Added a Stinger-class Proximity Mine and an IR pulse laser to the Shuriken's arsenal.
		-Increased the number of Buckler drones in a wing to 3.
		-Replaced the Decoy Flare Launcher shipsystem of the Buckler with the Active Flare Launcher system.
		-Medusa (D) is now a vanilla Medusa skin.
		-Made possible to restore (D) hulls into their TSC base skin... for the time being.
		-Removed diversified versions of the Ram Drive shipsystem, specially the different strength shield emitter modules as the module wouldn't be upgraded to the restored version after a (D) restoration. Angon-class and all its skins kept the (Civilian Grade) Shield emitter module needed for its function.
		-Chakram now carries a single "Ion Micropulser", basically a downscaled Ion pulser roughly equivalent to 2,5 Ion Cannons. Therefore a Chakram wing has comparable power to a Claw wing.
		-Added system slots for the ship hulls that use a weapon shipsystem, that were currently missing it.
		-Gave maneuvering jets shipsystem to Javelin-class.
	
		-Introduced a civilian and degraded versions of the Ram Drive shipsystem, they feature slightly different shield color and lower shield efficiency when using the shipsystem.
		-Halberd's Phase Jump shipsystem replaced with Ram Drive shipsystem.
		-Angon-class Ram Drive shipsystem replaced with Ram Drive (Civilian Grade) shipsystem.
		-Lance (D)-class and Angon (D)-class shipsystem replaced with Ram Drive(Degraded) shipsystem.
		-Introduced a new Missile weapon, the Lotus Torpedo (Lotus-class Torpedo, Lotus-class Torpedo (fighter), Rainstorm Lotus Launcher, Monsoon Lotus Launcher)
		-Javelin's Reaper torpedoes replaced with (Kinetic) Lotus torpedoes.
		-Updated the sprites for, the Javelin, Tomahawk, Chakram and Scimitar.
			
	-Fixes
		-Fixed the fix.
		-Fixed weapon spawned based drones AI leading them to swarm their target inside its bounds, making impossible their destruction, and also bypassing shields. Sadly this "fix" also removes the search and destroy pattern the drones had when no enemies were present.
		-Removed deployment spam messages when spawning weapon based drones.
		-Player or the AI, can't turn the shield off when using the Ram drive shipsystem (affects Angon-class, Lance-class and Halberd-class).
		-Halberd's built-in Disruptor Beam Cannon is now identical, statswise, to the purchasable Disruptor Beam Cannon (I think this might have been on purpose).
		-Claymore built-in missile can no longer get more than 1 ammo, but it was not able to fire the second one, if it got one, before anyway.
		-Fighter wings removed from the simulator.
		-Fixed the use of incorrect directory separator in "Coalition_texture_data.csv".
		-Replaced the use of "cover" with "Cover" in "hull_styles.json".
		
v.1.2.0
	-Mod updated to 0.8a.
	-Gameplay Changes: 
		-Renamed Corseque-class to Halberd-class.
		-Renamed Svardstav-class to Claymore-class.
		-Altered ship stats according vanilla changes.
		-Removed ALL drone ship systems.
		-Added shipsystems: Burn Drive (Pernach-class), Targeting Feed (Woomera-class), Reserve Deployment (Kestros-class, Maul-class), Recall Device (Amentum-class), Plasma Jets (Claymore-class), Ram Drive (Angon-class).
		-Added Misericorde, Buckler and Sai drone wings as available fighters.
		-Kris, Loader "drone" ship systems have been converted into built-in fighters.
		-SCV Corvette is now a built-in fighter for Maul-class vessels.
		-Removed built-in Drone bays from Kestros-class vessels, replaced with 2 built-in fighters, Misericorde drones for the Coalition variant and Wasps for the TT variant.
		-Drone Bay (Large Missile) weapon removed.
		-Drone Rack (Medium Missile) diversified into 3 different weapons: Kulbeda Drone Rack (2 waves of 3 PD drones), Corvo Drone Rack (1 wave of 3 Attack drones), Caltrop Mine Rack (single kamikaze drone).
		-Altered how drone racks function, now deployed drones are individuals instead of wings.
		-Removed built-in hullmod "Fleet Server" from Atlatl-class carrier.
		-Modified "Fleet Server" hullmod into a normal hullmod, can be equipped by ANY Coalition combat vessel. Fleet Server provides a combat buff to nearby fighters/drones not taking into account the source of the drone, decreasing the ship's fire rate by 75/60/45/30%, depending on hullsize.
		-Altered sprites of Amentum, Woomera, Venture (TSC) and Sagaris-class vessels.
		-Ship loadouts altered to reflect changes.
	-Campaign Changes:
		-Added Aridas star system to the campaign. (Content WIP, missing custom textures for some planets).
		-Renamed Aridas to Arydas.
		-Added procgen content to the Tyrador star system.
		-Added inert Gate to the Tyrador star system.
		-Added custom icon to Atrio's Defensive Platforms.
		-Removed SSO Base from Penelope's Star star system, replaced it with the Urals' Scaffold.
		-Moved the CSV Andes from Magec to Arydas, added the CSV Himalayas to Magec.
		-Slightly altered the market conditions of Coalition Markets.
		-Moved Tyrador slightly downward.
		-Altered faction ship lists to reflect changes, also fixed some ships/variants that were not included so now they can actually spawn in the campaign.
	-Misc. Changes:
		-Anything else I forgot to type here.
	
v.1.1.0
	-Rebalancing changes:
		-TSC combat ships, overall had their stats slightly reduced (flux capacity, max ops, speed, turret arcs), turret angles were changed to reduce overlapping. In general, the ships' stat blocks were made worse than their closer high-tech counterpart.
		-Labrys-class changes: removed 1 large missile mount, added 1 medium missile mount, large decrease in OPs.
		-Halberd-class changes: replaced large missile mounts with medium sized ones.
		-Claymore-class changes: re-implemented as a broadside ship, sprite altered to accommodate changes.
		-Kulbeda-class attack drone changes: speed reduced to 150.
		-Drone bay changes: reload speed reduced to 0.01.
		-(Fighter) Tactical Laser range reduced to 500.
		-Disruptor Beam Cannon range reduced to 750, hard-flux to soft-flux ratio reduced to 30%. Generated hard-flux on the target is also applied to the source (this can cause the source ship to overload from continuous fire).
		-Plasma Lance range reduced to 750.
	-Ship loadouts altered to reflect changes.
	-Tyrador system background compression artefacts fixed.
	-Renamed Halberd-class to Corseque-class.
	-Renamed Claymore-class to Svardstav-class.
	-Removed Lance-tug sprite. Missed it when cleaning the mod from unused content/WIPs.
	-Removed Dyson Swarm/Bubble graphics from the mod.
	-Removed unused scripts.
	-Fixed the Atlatl and Tessen script that buffs drones and fighters giving the graphic indicator to frigates too.
	-Removed test mission.
	-Added a 25% sized alternative versions of the Arconian Orbital Ring (front and back) sprites, they need to be renamed manually to use them (only use them if you are having issues with your vram, you can also mix and match them).
	-Added non-story missions: "Knowing Yourself", "Knowing your Enemy". 
	-Graphics Lib:
		-Merged normal maps of non-(D) "skin variants" in order to reduce vram use.
	
v.1.0.0
	-Mod updated to 0.7.2a.
	-Mod remade from scratch.
